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Working on a new progress report hopefully for this month! If you have any questions you want us to answer, or specific (non-spoiler) things you want us to discuss, reply below! These would ideally focus on our design philosophies and overall process.

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In the mines it would be cool if we have areas that lead to a waterfall just like how in the waterfall in the original game we can go into some caves

I’m interested in the team’s design philosophy/thoughts when it comes to designing overworld exploration/story progression. I’d love seeing iterations of room layouts when it comes to finding treasures, or thoughts on balancing armour (so they’re good but never required to beat the game).

1 - Will there be any more revamps jn certain areas, like the boogiemen sprites? 2 - Will the entire soundtrack be uploaded one day? 3 - Who’s the funny skeleton guy who kind of looks like crossbones he makes me feel brown

She was the one who designed Sans a anime boy costume. You can hear she ask Sgt Splosion if he seen the new mew mew episode. There's a kawaii Japanese frase in the royal marine phone call. And we see Alphys break the accents both in ruthless and in a fun event.

1. How much of the 3rd demo is done if you were to give a rough estimation? 2. Considering that the 2nd demo is 6 hours long, how long do you think the full game will be? 3. Which parts of the 3rd demo do you think are the most challenging to make and implement in-game currently, and why?

How do you plan out random encounters? Because while this game is top notch, I haven't liked how (regardless of route) you'll likely never see the new ruins enemies (and team-ups) and while that isn't an issue in starlight, those enemies now feel easier than ruins. Continued in the next reply

My problem with it is that, the ruins have really cool and unique enemies/ enemies who work together, but you'd only ever find them if you purposefully run around in a few certain rooms (and on geno, by the time you get to them you've exhausted the count with froggit and loox) continued in next

And while you'll essentially be guaranteed every enemy combo I think in starlight isles, the enemies there feel like a downgrade in difficulty (really I'm just talking about the tree guy lol.) My question is, how do you come up with how you treat random encounters? cont.

Other questions: Pacing, specifically the festival was critiqued iirc (I don't have the same opinion of it) and filler side quests. I do think the side quests could have been condensed into things more entertaining (like the dog one) than fetch quests that give little reward. Cont.

I feel like the problem is the enemy quantity, there's 4 random encounters, 2 of them just appear once. (1 of theses 2 has a fight alone) I mean, it makes sense considering how most of the area time went into making all the dog fights, with are all really enjoyable

I feel lie there could be a few fixes for it. Like Sunbrock appearing in more rooms. Or the same way whinsun gains a new act after you kiss Froggit, sunbrock could gains new ones for each enemy that could help you spare them faster

At least in my playthroughs, I like to go to both paths for the puzzle medal, plus searching monsters for my journal. The only enemy I missed in my first time was Migosp, as it only appears in 2 rooms, but I still find the ruins enemies pretty solid.

1. Why did you decide to add a quest system to the game? 2. Would you at some time be willing to do smth like the Undertale QnA with Papyrus from the newsletters with your characters? 3. Is the Starlight Isles Door the equivalent of the Annoying Dog Room?

1 - how do you decide when and where to diverge from the original underswap? 2 - what was the inspiration behind chara's notebook? seeing it fill out as you progress is one of my favorite parts of the game 3 - aside from undertale, what other games/stories does TS!US take inspiration from?

How would you guys describe the dividing on segments of the game work? For example. Is there a planned workflow as: -Planned Room layout for the area -Basic Version with placeholders is made so someone can start on cutscenes with the simple layout -Bullet patterns are coded by someone else

Hi, I don't if this is counts as a spoiler, but will Mettalot have like a mansion or something. since he is a celebrity and stuff. I say this because in Undertale Napstablook has a "pathetic house."

How many rooms are complete, and furthermore how many battles? (If you want to be very nice to me specifically perhaps details on the number of boss/miniboss patterns complete could be specified... idk...)

In the au, the holidays are always friends of the Dreemurrs? Rudy is still alive with Dess and she is in love with Asriel? The Sr Scratch's fight will have elements from the minigames with Tenna (like the rhythims parts?) And the lore of the Ghost cousins will be explored?

How do you guys operate? As in how do you communicate ideas and work that needs to be done, how do you pick who does what? I imagine you're all doing this in your free time, so it sounds interesting how you manage that.